perf: parallel bulk sync with 5 concurrent requests, remove 100-game limit
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@@ -107,179 +107,81 @@ export function GamesClient() {
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isRunning: true,
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current: 0,
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total: gamesToSync.length,
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currentGame: null,
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currentGame: "Preparing sync...",
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synced: 0,
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failed: 0,
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results: new Map(),
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})
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let synced = 0
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let failed = 0
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const results = new Map<string, { success: boolean; error?: string }>()
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try {
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// Use the bulk sync endpoint with selected game IDs
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const res = await fetch("/api/games/sync/bulk", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({
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mode: "selected",
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gameIds: gamesToSync.map((g) => g.id),
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}),
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})
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for (let i = 0; i < gamesToSync.length; i++) {
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const game = gamesToSync[i]
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setSyncProgress((prev) => ({
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...prev,
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current: i + 1,
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currentGame: game.title,
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}))
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try {
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const res = await fetch(`/api/games/${game.id}/sync`, { method: "POST" })
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if (res.ok) {
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const data = await res.json()
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if (data.status === "synced") {
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synced++
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results.set(game.id, { success: true })
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} else {
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failed++
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results.set(game.id, { success: false, error: data.error })
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}
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} else {
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failed++
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results.set(game.id, { success: false, error: `HTTP ${res.status}` })
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}
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} catch (error) {
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failed++
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results.set(game.id, { success: false, error: String(error) })
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if (!res.ok) {
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throw new Error(`Sync failed: HTTP ${res.status}`)
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}
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const data = await res.json()
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setSyncProgress((prev) => ({
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...prev,
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synced,
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failed,
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results: new Map(results),
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isRunning: false,
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synced: data.synced,
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failed: data.failed,
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currentGame: null,
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}))
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// Update the game in the list immediately
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const result = results.get(game.id)
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if (result?.success) {
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setGames((prev) =>
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prev.map((g) =>
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g.id === game.id
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? { ...g, syncStatus: "synced", lastSync: new Date().toISOString(), syncError: null }
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: g
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)
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)
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} else {
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setGames((prev) =>
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prev.map((g) =>
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g.id === game.id
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? { ...g, syncStatus: "failed", syncError: result?.error || "Sync failed" }
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: g
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)
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)
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}
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// Rate limit: 500ms between syncs (skip on last)
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if (i < gamesToSync.length - 1) {
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await new Promise((resolve) => setTimeout(resolve, 500))
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}
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setSyncCompleted(true)
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setSelectedIds(new Set())
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} catch (error) {
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console.error("Sync selected failed:", error)
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alert("Sync failed. Check console for details.")
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} finally {
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setSyncing(false)
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}
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setSyncProgress((prev) => ({
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...prev,
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isRunning: false,
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currentGame: null,
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}))
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setSyncing(false)
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setSelectedIds(new Set())
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setSyncCompleted(true)
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}
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const handleSyncAll = async () => {
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if (!confirm("This will sync all Steam games. Continue?")) return
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// Fetch all Steam games
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setSyncing(true)
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setSyncCompleted(false)
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setSyncProgress({
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isRunning: true,
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current: 0,
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total: 0,
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currentGame: "Preparing sync...",
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synced: 0,
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failed: 0,
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results: new Map(),
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})
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try {
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const res = await fetch("/api/games?limit=1000&filter_source=steam")
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if (!res.ok) {
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alert("Failed to fetch games list")
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setSyncing(false)
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return
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}
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const data = await res.json()
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const allSteamGames = data.data.filter((g: Game) => g.steamAppId)
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if (allSteamGames.length === 0) {
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alert("No Steam games to sync")
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setSyncing(false)
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return
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}
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setSyncCompleted(false)
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setSyncProgress({
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isRunning: true,
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current: 0,
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total: allSteamGames.length,
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currentGame: null,
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synced: 0,
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failed: 0,
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results: new Map(),
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// Use the bulk sync endpoint (processes in parallel)
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const res = await fetch("/api/games/sync/bulk", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ mode: "all" }),
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})
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let synced = 0
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let failed = 0
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const results = new Map<string, { success: boolean; error?: string }>()
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for (let i = 0; i < allSteamGames.length; i++) {
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const game = allSteamGames[i]
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setSyncProgress((prev) => ({
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...prev,
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current: i + 1,
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currentGame: game.title,
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}))
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try {
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const syncRes = await fetch(`/api/games/${game.id}/sync`, { method: "POST" })
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if (syncRes.ok) {
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const syncData = await syncRes.json()
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if (syncData.status === "synced") {
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synced++
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results.set(game.id, { success: true })
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} else {
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failed++
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results.set(game.id, { success: false, error: syncData.error })
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}
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} else {
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failed++
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results.set(game.id, { success: false, error: `HTTP ${syncRes.status}` })
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}
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} catch (error) {
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failed++
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results.set(game.id, { success: false, error: String(error) })
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}
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setSyncProgress((prev) => ({
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...prev,
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synced,
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failed,
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results: new Map(results),
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}))
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// Update the game in the list if it's currently visible
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const result = results.get(game.id)
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setGames((prev) =>
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prev.map((g) =>
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g.id === game.id
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? result?.success
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? { ...g, syncStatus: "synced", lastSync: new Date().toISOString(), syncError: null }
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: { ...g, syncStatus: "failed", syncError: result?.error || "Sync failed" }
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: g
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)
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)
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// Rate limit: 500ms between syncs (skip on last)
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if (i < allSteamGames.length - 1) {
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await new Promise((resolve) => setTimeout(resolve, 500))
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}
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if (!res.ok) {
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throw new Error(`Sync failed: HTTP ${res.status}`)
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}
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const data = await res.json()
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setSyncProgress((prev) => ({
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...prev,
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isRunning: false,
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total: data.total,
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synced: data.synced,
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failed: data.failed,
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currentGame: null,
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}))
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setSyncCompleted(true)
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